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* Global.gd now has an extra variable for current room type * ResourceSetterNew.gd now has variation category for room types The state variable also had to include the room type, since it wouldn't update properly when entering a bonus room from a level that's already underground * LevelClass.gd sets room type on update_theme A new function, get_room_type() allows for the level's room type to be detected, which can easily be overwritten by other level classes. Bonus Rooms are detected by comparing the level's scene path to a pre-defined list of bonus rooms. * Added get_room_type() to CoinHeaven.gd * Added get_room_type() to PipeCutscene.gd Also updates the room type in _enter_tree() since update_theme() isn't called here. * Added get_room_type() to TitleScreen.gd
19 lines
499 B
GDScript
19 lines
499 B
GDScript
class_name CoinHeaven
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extends Level
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@export var all_coins_check: AllCoinsCollectedCheck = null
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func _ready() -> void:
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Level.in_vine_level = true
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func warp_back(player: Player) -> void:
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player.state_machine.transition_to("Freeze")
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if all_coins_check != null:
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await all_coins_check.check()
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await get_tree().create_timer(1, false).timeout
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PipeArea.exiting_pipe_id = -1
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Global.transition_to_scene(Level.vine_return_level)
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func get_room_type() -> Global.Room:
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return Global.Room.COIN_HEAVEN
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